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EPIC ARMAGEDDON OFFICIAL ERRATA

This document is the official errata for the Epic Armageddon rules system. It
corrects mistakes in the Epic Armageddon rules and army lists, and also revises
some of the rules in light of feedback from players and further development by the
design team. At a future date we plan to incorporate the errata into a new edition of
the online versions of the rules

1.7.5: Paragraph 3: Change the end of the 10-12 Two Two 4+ 5+


paragraph as follows: “… or if the
formation is broken by Blast markers, etc). 13-15 Two Three 4+ 5+
If the transport unit is destroyed, then any 16-18 Two Four 4+ 5+
transported units may make their normal
armour save OR make a 6+ cover save.
See 2.2.6 if a transport is destroyed by a 1.9.8: Indirect Fire Rules: When the rules
macro-weapon." are updated these rules will be moved to
the special abilities section so that they can
1.8.4: Open Ground Paragraph: Change be used by other types of unit.
the first sentence to the following:
“Infantry count as being in cover (-1 to hit 1.12.5: The assault rules are changed as
modifier) and receive a 5+ cover save if follows. This is a major change aimed at
they are on Overwatch in Open Ground.” dealing with some of the stranger
situations that can occur when friendly
1.9.6: Add 3rd Paragraph: “If an units are set up to lend support to a small
attacking formation scores hits both attacking force.
with normal weapons and weapons
with the macroweapon ability, then the 1.12.5 Resolve Assault (change)
opposing player must allocate and
make any saves for the normal hits All units have two assault values: a
first, and then allocate and make any close combat value and a firefight
saves for the macro-weapon hits. Hits value. Units that are in base-to-base
from macro-weapons can only be contact with the enemy use the close
applied to units that are in a position to combat value, while units that are not
be hit by a macro-weapon (Note: With in base contact but are within 15cm
the exception of War Engines (see and have a line of fire to the enemy
3.3.2), during an assault, all units up can use their firefight value. Units that
to 15cm away are valid targets for are armed only with close combat
allocation, regardless of whether the weapons and do not have any small
hits are from CC or FF.). arms or other ranged weapons may
only attack if in base contact with the
1.9.8: Change the Barrage Table to the enemy.
following:
Roll 1D6 for each unit that may attack.
Barrage Extra Extra To Hit Note that Blast markers do not
Points Template Blast Rolls suppress units from formations
Marker involved in an assault – it is assumed
AP AT
that the proximity of the enemy means
1 None None 6+ 6+ that everyone joins in! Compare the
dice roll to the unit’s close combat
2 None None 5+ 6+
value if it’s in contact with the enemy,
3 None None 4+ 5+ or its firefight value if it’s within 15cm
of the enemy but not in base contact.
4-5 One None 4+ 5+ If the dice roll is equal to or greater
6-7 One One 4+ 5+ than the relevant value, then a hit is
scored on the enemy. No modifiers
8-9 Two One 4+ 5+ ever apply to these dice rolls.
Each player allocates the hits and position to attack. This rule represents
make saving throws in the same units from both sides that are not
manner as they would when allocating directly involved in the assault lending
hits from shooting. Hits may only be supporting fire when they see their
allocated to units that were directly friends coming under attack. Units
engaged in the combat (i.e., that from formations that are either Broken
belonged to the attacking or defending or Marched this turn cannot lend
formation and which were within support.
15cms of the enemy after charge and
Roll to hit using the firefight values of
counter-charge moves were
the supporting formations, and then
completed). Infantry units from
allocate hits and make saving throws
formations taking a charge action may
as you would do for shooting attacks.
not take cover saves (they are
Once all casualties have been removed
assumed to have left cover to charge
you must work out the result of the
the enemy), but other infantry units
attack (see 1.12.7).
may take cover saves normally.
1.12.7 Work Out Result
If all of the units in the defending
(addition/change)
formation have been killed and at least
one attacker survives, then the After both players have removed
attacker wins and the assault is over casualties, the outcome of the combat
(go straight to 1.12.8). If all of the must be decided.
attacking units directly engaged in the
assault are killed then the assault has First, if one side completely wiped the
stalled and the defender wins (go other side out, then it is the winner. If
straight to 1.12.8). 'Directly engaged' this isn’t the case then each player
means being within 15cm of a rolls 2D6, and adds any modifiers that
defending unit after charge and apply from the chart below to the
counter-charge moves have been single D6 that rolled highest. Note that
completed. If even one of the original you don’t add your dice rolls together,
attackers that were within 15cms of but use the single dice with the highest
the enemy survives, then the attack score. Whoever has the higher score
has not stalled. In any other case, after any modifiers have been added
both sides can call on support (see wins the assault.
1.12.6). In the case of a tied dice roll fight a
Important Note: Kills inflicted in an second assault using any surviving
assault do not count for placing blast units, starting with step 4 (i.e. roll
markers or for breaking a formation dice, allocate hits, make saves and
until AFTER the result of the combat resolve the combat all over again with
has been worked out. Also note that any survivors). Units from both sides
the attacker must completely destroy are allowed to make a counter charge
the defending formation to win at this move before the second round is
stage, while all the defender has to do fought, with the attacker moving his
is to kill all the attacking units that counter charging units first (see
made it to within 15cms of a defender. 1.12.4). If a second round is fought
then any casualties from the first round
1.12.6 Supporting Fire carry over when working out the result
(addition/change) of the combat.
Both sides may call upon support 1.12.7 & 1.12.8: Take the third, fourth
unless the defender has been wiped and fifth sentences from the first
out or the attack stalled as described paragraph of 1.12.8, and add them as
above. Calling on support allows units a new paragraph after the first
from other formations to attack with paragraph in 1.12.7 (Eg, the following
their firefight value if they are within takes place in 1.12.7, rather than
15cm and have a line of fire to an 1.12.8: “In addition, the losing
enemy unit directly involved in the formation suffers a number of extra
assault. In this case ‘directly involved’ hits equal to the difference between
means belonging to the attacking or the two sides’ result scores. There are
defending formation(s) and in a
no saves for these hits, which attack. Skimmers with a transport
represent units being hacked down as capacity may not embark or disembark
they turn and run, or disintegrating units while they are popped up, and if they
into a panic-driven rout as they flee. are destroyed while they are popped up
Remove these additional casualties as then any units on board will be destroyed
you would hits inflicted in the assault with no save.
phase (ie, units in base contact first,
A skimmer that has popped up is assumed
then those closest to the enemy,
to be flying high enough that nearby
etc).”)
intervening terrain that is closer to the
1.12.8 Loser Withdraws (add the skimmer than the target does not block the
following at the start, before the line of fire. To check if the line of fire is
first paragraph) blocked, simply measure the distance
between the skimmer and the terrain, and
After the result of the combat has been
then measure the distance between the
worked out (either because all
terrain and the target unit. If the skimmer
defending units were destroyed, or the
is nearer to the intervening terrain then
attack stalled, or through a result roll),
the line of fire is not blocked. If the
then the loser is broken and must
skimmer is further from the terrain, then
withdraw, and formations on the
work out the line of fire normally. If the
winning side receive Blast markers for
distance is is equal, then both the skimmer
the casualties they suffered.
and the target unit can fire at each other,
but they both count as being in cover and
2.1.3: Replace the 2nd paragraph with the the cover to hit modifier will apply.”
following: “Units that are Fearless are
immune to damage from losing an assault
2.2.1: Sentence 4: "... has a Firepower of
(both the additional hits and being wiped
AT4+/AA5+" should be "... has a Firepower
out if already broken) and from the
of AT4+/AA4+"
damage inflicted by Blast markers if
broken. When broken or otherwise forced
2.2.6 Allocating Hits: Remove the example
to take a withdrawal move, Fearless units
that appears in parenthesis at the end of
may choose not to withdraw, and if the
this paragraph.
unit elects to withdraw it will be destroyed
only if it ends its move within 5cm of the
3.2.5: Add to the end: “When allocating
enemy rather than 15cm. Fearless units
Titan killer hits that may cause multiple
that remain stationary do not take
points of damage, roll for damage
additional damage. Note that other units in
immediately after allocating the hit. The
the formation that are not fearless will be
War Engine counts as having been
affected normally by additional hits for
allocated a number of hits equal to the
Blast markers or losing an assault or
damage rolled. This is solely for purposes
whatever – just don’t allocate any of the
of allocation. Damage is applied as
hits to the units that are immune, but hand
normal, only after all hits have been
them out as normal to units that are not.”
allocated.
2.1.13: Replace the 3rd paragraph with the
Example: A formation of Shadowswords
following: “A skimmer may declare that it
scores 3 Titan Killer (d3) hits against a pair
is popping up at the start of any action
of Warhounds. The first hit is allocated
that it takes, including when the skimmer
and the roll for damage is 2. The first
goes into overwatch. A skimmer may not
Warhound counts as having 2 hits allocated
pop up as part of a sustained fire action or
to it. Because it has 3 Damage Capacity,
a marshal action, but may pop-up when it
the front Warhound can still be allocated
goes onto overwatch. Popping up counts
an additional hit. The second Titan Killer
as movement for the purposes of
hit is therefore applied to the front
triggering firing by enemy units on
Warhound. The die is again a 2. Multiple
overwatch.
Titan Killer hits don’t “spill over” to other
A skimmer that has popped up, ‘pops units in the formation, so the lead
down’ at the conclusion of the action. Warhound will take all 4 hits. As the
Skimmers on overwatch do not pop down number of hits allocated exceeds the
until after they make their overwatch Damage Capacity of the lead Warhound,
the final Titan Killer hit will be allocated to Space Marine formation that loses an
the second Warhound. Note that even if assault, rounding down in favour of the
the lead Warhound had been damaged and Space Marines.
the 2 points of Titan Killer damage from
* When a broken Space Marine formation
the first shot would be enough to destroy
rallies then it receives a number of Blast
it, damage is only applied after allocation.
markers equal to the number of units,
The Warhound would remain in play until
rather than half this number. Space
all hits were allocated exactly as above.
Marine units with the Leader special ability
Once allocation was complete, the damage
remove 2 Blast markers instead of 1.
would be applied and the Warhound
removed.”
Page 84: Space Marine Landing Craft
datasheet: “Type War Engine” should be
4.2 Combat Air Patrol: Add the
“Type War Engine Aircraft”, AND “3 x Twin
following to the end of the second
Heavy Bolters, Firepower AP4+” should be
paragraph about Combat Air Patrols:
“3 x Twin Heavy Bolters, Range 15cm,
“Formations that are on CAP remain on
Firepower AP4+/AA5+”
CAP until they make an interception. If
they haven't made an Interception by
Page 85 : Drop Pod: Delete the Scouts
the end of the turn, then they can
from the list of units that may be
either stand down and return to base
transported.
normally, or remain on CAP into the
following turn.”
5.4: Modify Titan weapon ranges and
4.2.3: Add the following sentence to firepower as follows:
the end of the 2nd paragraph: “Aircraft
that are carrying out a CAP or Gatling Blaster Range: 60cm
Intercept action may add +1 to all of
Turbo-Laser Destructor Range: 60cm
their to hit rolls.”
Rocket Launcher Range: 60cm Firepower:
4.2.4: Add the following sentence to the
3BP
end of the second paragraph: “Flak units in
formations which have taken a move 6.1.4: Add the following to the end of the
action during the turn fire with a -1 to-hit 4th paragraph: “Aircraft which have landed
modifier during the end phase.” may not capture an objective on the same
turn that it lands. However, a landed
4.2.7: Replace the first sentence of the aircraft may immediately contest an
first bullet point with the following: “Any objective.”
aircraft formation that suffers any attacks
(from ground flak or being intercepted) 6.1.5: Add the following paragraph to the
receives one Blast marker for ‘coming end of this section: “Each player may start
under fire’.” up to two of their garrisoned formations on
Overwatch. These formations represent
4.4: Add the following sentence to the end sentries deployed as a trip wire and to
of the 3rd paragraph: “Landing does not provide security at the objectives. They are
count as movement for the purposes of assumed to have gone on Overwatch in
triggering enemy overwatch fire. their previous Action phase. That
Disembarking triggers overwatch fire as Overwatch is ‘carried over’ into the first
normal.” turn.”

5.1.1: Replace the last two bullet points Page 131: Space Marine Detachments: Add
with the following: the Hunter to the upgrades for the Land
Raider, Predator and Vindicator
* Space Marine formations only count detachments.
half their number of blast markers in
assault resolution (rounding down - Page 131: Space Marine Upgrades: Change
note that assault resolution will not the text for the Razorback upgrade to “Add
receive +1 for having no blast marker any number of Razorbacks, up to the
if the formation has 1 blast marker number required to transport the
before rounding down). Halve the formation.”
number of extra hits suffered by a
Page 139: Warband Core Units: “…and AP5+/AT5+/AA6+” should be “Firepower 2
two Gretchin” should be “…and two Grotz” x AP6+/AT6+/AA6+”.

Page 164: Imperator Titan datasheet: Page 191: Supa Stompa: “Type AV”
“Speed 30cm, Armour 5+, Close Combat should be “Type WE”
4+, Firefight 4+” should be “Speed 15cm,
Armour 4+, Close Combat 3+, Firefight Page 191: Great Gargant Lifta-Droppa:
3+” “Range 45cm, Firepower AP5+/AT5+, FXF,
OR Range base contact, Firepower Assault
Page 165: Quake Cannon: “Firepower WPN, TK (D3), +1A” should be “Range
3BP, Macro-weapon” should be “3BP, 60cm, Firepower MW3+, TK (D3) FXF, AND
Macro-weapon, Slow-firing” Range base contact, Firepower Assault
Wpn, TK (D3), +1A”.
Page 171: Salamander Command and
Salamander Scout: “Count As Salamander” Page 191: Landa: “Transport (10)” should
should be “Count As Chimera” be “Transport (10+4)”

Page 188: Warlord Titan: “Gatling Blaster Page 191: Battlekroozer: Add “Transport
Firepower 4 x AP5+/AT3+” should be (10 Landa’s filled with troops)”
“Gatling Blaster Firepower 4 x AP4+/AT4+”
White Scars: Change the 2nd and 3rd
Page 189: Landing Craft: Add “DC 4, Crit paragraphs of the White Scars
– see datasheet“ AND “Transport” should Transport Special Rule to: “Note that
be “Transport 12+4/6” many formations don’t receive
transports, usually because they can’t
Page 189: Strike Cruiser: “Transport (20)” fit into them. Detachments that come
should be “Transport (One Company)” with vehicles will be noted as having
“plus transport” in the Units section of
Page 189: Battle Barge: “Transport (60)” the detachment list below. White Scars
should be “Transport (Three Companies)” detachments must take the transport
vehicles for a detachment – you cannot
Page 190: Imperial Guard Infantry: “Close leave them behind in order to use the
Combat 5+, Firefight 4+” should be “Close unit as a garrison. You can only choose
Combat 6+. Firefight 5+” to ignore this if the detachment is
instead to be deployed by air transport
Page 190: Imperial Guard Support squad: (Thunderhawk or Landing Craft).
“Firefight 5+” should be “Firefight 4+”.
Alternately, you may choose to deploy the
White Scars force with drop pods. If you
Page 190: Shadowsword Volcano Cannon:
choose to do this, all detachments in the
“Firepower MW2+ TK(D3)” should be
army which are eligible to be deployed
“Firepower MW2+ TK(D3) FxF”
from drop pods must do so. If you do
choose to use drop pods, then the affected
Page 191: Oddboyz Suppa-Zzap-Gun:
detachments will enter play in drop pods
“Firepower MW3+ TK” should be
using the rules for Planetfall (see section
“Firepower MW3+ TK (D3)”.
4.4). Note that you will require at least one
Space Marine strike cruiser or battle barge
Page 191: Kommandos: “Firepower
to deploy the drop pods from. Formations
AP5+/AT6+” should be “Firepower
which are not eligible to be deployed from
AP6+/AT6+”.
drop pods must adhere to the
transportation requirements above.”
Page 191: Warbikes: “Firepower
AP5+/AT6+” should be “Firepower
White Scar Detachments: Add the Hunter
AP5+/AT5+”.
to the upgrades for the Land Raider,
Predator and Vindicator detachments.
Page 191: Warbuggies/Wartraks:
“Firepower AP5+/AT5+” should be
White Scar Upgrades: Change the text for
“Firepower AP5+/AT6+”.
the Razorback upgrade to “Add any
number of Razorbacks, up to the number
Page 191: Flakwagon: “Firepower 2 x
required to transport the formation.”

White Scars Titan Legion Battlegroups:


Change the points cost to 250.

White Scars Summary Sheet: Remove the


extra attack from the Bike Squadron so
that it is the same as the datasheet.

Swordwind 1.1.1: Replace the text with


the following: “Eldar Farseers are able
to partially unravel the threads of time,
allowing them to foresee events that
may affect his army, and act to
counter them. To represent this, any
Eldar formation that includes a unit
with Farsight may ignore the -1 Action
test penalty when they try to retain the
initiative.
In addition, once per turn the Eldar
player may attempt to retain the
initiative twice in a row (i.e. the Eldar
player can retain the initiative and take
another action after having
successfully retained the initiative once
already). Any Eldar formation may be
chosen, including those that do not
include a unit with Farsight but at least
one unit with Farsight must still be in
play and on the battlefield. The
formation must still pass an initiative
test in order to carry out the action,
and will suffer the –1 modifier for
retaining the initiative unless it
includes a unit with Farsight. Once the
action has been taken the initiative
returns to the opposing player.
Swordwind 1.1.3: Delete Pulse
Weapons and Spirit Stones. All
weapons that had the pulse ability lose
it, but have 2 x shots instead.
Swordwind: Falcon & Wave Serpent
Datasheet and Summery: Remove
Warp Spiders from transport list.
Swordwind: Wave Serpent Datasheet
and Summery: Remove Warp Spiders
from transport list.
Swordwind: Phantom & Warlock
Titans: Add Leader to list of abilities.
Swordwind: Eldar Biel Tan Craftworld
Army List: Add Warp Spiders to the list
of units that may not be transported in
Falcons and Wave serpents on the list
of ‘extras’ for Aspect Warrior Warhosts.
Minor Spelling Mistakes & between all and of
Grammatical Errors
There are quite a few minor typos 2.2.4: Sentence 3: "only the extra attacks
scattered through the Epic rules. None of getsthe" - space required between gets
these should cause any confusion, but out and the
of a sake of completeness they are listed
below. 2.2.6: Paragraph 2, sentence 6: "or
invulnerable receive" should be “or
Page 2: 2nd column; 2nd paragraph; A invulnerable saves”
few seconds later the ground shock…”
should be “A few seconds later the ground 4.2.7: Sentence 1: "… but are effected by
shook…" them rather differently.” should be "… but
are affected by them rather differently.”
Page 2: 2nd column; 3rd paragraph; 1st
sentence: "Ghazgkhull" should be 4.3.1: paragraph 5: "coordinates of
"Ghazghkull" thedrop zone" - space required between
the and drop
Page 4:“3.2.3 Critical Hita” should be
“3.2.3 Critical Hits” 4.3.3: Paragraph 3, sentence 2: "Not that
you don’t…" should be “Note that you
Page 15: Example Of Play, last sentence: don’t…”
“Blast makrer” should be “Blast marker”
Page 62: paragraph 3: "At the time of
1.1; Units; Paragraph 1; last line: "war Ghazkhull's" - should be "Ghazghkull's"
wngines" should read "war engines"
Page 68: paragraph 1: "mile high
1.3: Paragraph 1, last sentence: "last hivecities" - space required between hive
markers" should read "Blast markers" and cities

1.4.2: Abilities Used - space required Page 69: paragraph 1: "a Space Marine
between Abilities and Used in the box-out takes in aggressive, rather than defensive,
title. battlefield role." - should say "an
aggressive"
1.6.3: Retaining The Initiative; Example of
Play; Paragraph 5; sentence 3: "receives a Page 79: Space Marine Bike Squadron,
blast makrer" should be "receives a blast 2nd column: "the bike mounted White
marker" Scars , the" - comma should be after
Scars, not next to "the"
1.9.7: Example of Play; Paragraph 1:
"...within the Devastators'," - no comma Page 80: Land Speeder Typhoon; 2nd
required Column: "making two further passe" -
should be "passes"
1.10: Overwatch; Paragraph 4: "They may
not to choose to…" should be " They may Page 81: Predator Destructor; column 1:
not choose to… " "the traitor Von Strab ,effectively" -
comma on wrong side of space
1.11: Example of Play; Paragraph 2:
"lascannon are inneffective" should be Page 81: Predator Destructor; column 2:
"ineffective" "Battle Fortresses where they forced to" -
"were" needs inserting between they and
1.12.5: Paragraph 1; sentence 2: "take forced
place simulatenously" should be
"simultaneously" Page 81: Predator Destructor; column 2:
"Battle Fortresses where they forced to" -
1.15.4: Force Beta: "four Space Marine "were" needs inserting between they and
Devestators" should be "Devastators" forced

2.1.17: paragraph 2; sentence 1: Page 84: Landing Craft datasheet notes:


"Formations where allof" - space required “additio,n" should be “addition”, and a “)”
needs to be added to the end of the note. Page 149: Gaming Area: "...we decided to
but together" - should be "butt together"
Page 85: Drop Pod datasheet notes:
“Devestator” should be “Devastator”. Page 151: 6.7; Tournament Game
Leagues; Paragraph 4: "...if you wanted to
Page 98: Shadowsword Critical Hit Effect: know how may goals a player..." should
"The Volacno" should be "The Volcano" read "how many goals"

Page 100: Imperial Navy icons are facing Page 155: Highlighting: "THese are..." -
to right instead of left section may need retitling to "Highlights",
or the first sentence needs rewriting to
Page 101: Thunderbolt Weapons: something along the lines of "Highlights
"StormBolters" - space required are raised areas...."

Page 102: Paragraph 2: "throughout the Page 157: Examples of Rhino colour
galaxy,." - no comma required schemes at bottom of page: Third example
should be “Gunmetal spray paint for Silver
Page 102: Warlord Class Battle Titan; 1st Skulls”
column: "for there few war engines" should
read "for there are....." Page 158: Gaming Boards; Paragraph 2
starts one space in from the norm for some
Page 102: Warlord Class Battle Titan reason
weapons: "Volocano Cannon" should be
"Volcano Cannon" Page 159: Battlefield Features, paragraph
Page 103: Reaver Class Battle Titan: 3: Delete the second sentence, and start
"Mard pattern" should be "Mars pattern" the third sentence “It’s easy…”

Page 124: 6.1.2; Paragraph 3; last Page 166: Paragraph 1: "...almost


sentence: "could lead to anunbalanced completely redeisigned.." should read
game." should be "could lead to an "...almost completely redesigned..."
unbalanced game."
Page 166: Paragraph 1: "...with the
Page 125: 6.1.4; Paragraph 3; sentence appearanace of the..." should read "...with
2: "In our game,s" - comma needs to be the appearance of the..."
moved.
Page 166: Paragraph 3, penultimate
Page 134: Special Rule 6.4.1 box-out; for sentence: "...Ookkits..." should read
consistency, body text should be in italics "...Rokkits..."

Page 138: Special Rule 6.5.1 box-out; for Pages 172 to 183: Page numbers are
consistency, body text should be in italics, missing.
and last sentence should refer to Nobz
rather than Nob. Page 173: 2nd question:
"move>shot>move" should be
Page 143: Breakout Scenario; Paraggraph "move>shoot>move"
1: ""held a vital position on the flak of the
Imperial defense line" - flak should be Page 173: 4th answer: "Four: one for
flank being shot at, plus two for destroying the
transport unit...." – should be "Four: one
Page 146: Paragraph 5; sentence 3; "Thus for being shot at, plus one for destroying
the Steel Legion infantry company does the transport unit...."
represent... but something about half way
in between" - should read "does not Page 182: 1st answer; 2nd paragraph:
represent" "...get hold of anymore would simply
p**** players off..." should read - "...get
Page 148: Paragraph 1: "before you hold of any more would simply p***
unleash and a Chapter" - should read players off..."
"before you unleash a Chapter"
Page 184: 2nd paragraph: "and the
Devestator detachment" should be
"Devastator"

Page 184; 2, Action Phase: "Remember


thatyou" should read "Remember that you"

Page 185: 2.B, Force Actaeon’s Action,


2nd Paragraph, sentence 2: Add space
after full stop.

Page 186: 4th Paragraph, sentence 3: “In


an assault units, fight…” should be “In an
assault, units fight…”

Page 187: 3, End Phase; 3rd paragraph:


"they may still try toraly" should read
"they may still try to rally"

Page 189: Bike unit: “Bolt Pistols” should


be “Bolters”

Page 191: The commas between AP and


AT values should all be replaced with “/”

Page 191: Big Gun unit: “Big Twin Gun”


should be “Big Gun”

Page 192: Action Test Table: “Formation is


trying to retain the initiative- <gap> 1”
should be “Formation is trying to retain the
initiative <gap> -1”

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